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We now have a fine texture for the mortar,
but overall it's still just a flat plane,
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so let's add a bigger noise
to create some unevenness.
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Let's add a Noise Texture into our Mortar
Frame, connect it to the Texture Coordinate,
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and as usual set it to 2D. Now we
can add a Math node to subtract 0.5,
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so that our values are centered around zero, and
don't change the average depth of the mortar.
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Then let's add another Math node, this time
a multiplication, to set the intensity.
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Then let's just create some space here, so that
we are able to insert a Math node in between,
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for us to add the new noise
onto our previous texture.
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Then let's add a bit more Detail to our Noise,
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though we don't need much, as we
already have the fine detail above.
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Then, if we look at the final output, and
change the intensity, there is not much
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difference to be seen. But that's because this
is a more low frequency variation in the depth,
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which isn't really visible without displacement.
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So switching to Cycles, and
setting the intensity to zero,
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our mortar is completely
flat, throughout the plane.
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But if we increase the intensity, we start seeing
a bit more bumpiness, and if we really crank
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it up, we see a lot of variation in the mortar
depth. But let's set it to a more subtle value.
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Note that we are changing the
mortar texture, and the whole time,
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the mask that separates the bricks and
mortar is just updating automatically,
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because of the convenient setup
int the Apply Mortar Frame.
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